Re: wined3d: Implented signed texture formats via NV_TEXTURE_SHADER
On 10.03.2007 15:02, Fabian Bieler wrote:
+static const PixelFormatDesc NV_texture_shader_formats[] = { + {WINED3DFMT_V8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,FALSE ,GL_SIGNED_HILO8_NV ,GL_HILO_NV ,GL_BYTE },
Are you sure this is right? From the NV_texture_shader spec it looks to me like HILO is for high-precision data, and that DSDT (described as offset data) would be more appropriate for V8U8. -f.r.
On Saturday 10 March 2007 23:20, Frank Richter wrote:
On 10.03.2007 15:02, Fabian Bieler wrote:
+static const PixelFormatDesc NV_texture_shader_formats[] = { + {WINED3DFMT_V8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,FALSE ,GL_SIGNED_HILO8_NV ,GL_HILO_NV ,GL_BYTE },
Are you sure this is right? From the NV_texture_shader spec it looks to me like HILO is for high-precision data, and that DSDT (described as offset data) would be more appropriate for V8U8. You're probably right about that. While I can't see a visual difference between using HILO8 and DSDT in hl2 with dx81 (which uses V8U8), I'll resend a modified patch.
participants (2)
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Fabian Bieler -
Frank Richter